Warcraft: The Rise of the Mag'har

[X] Cancel Stonebreaker.

We will have two free stewardship actions next turn and stonebreaker can be finished in one alongside another while mining now gets the first part out of the way.
 
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We don't need metal weapons until the training of the new recruits which won't happen for another three turns which if we take next turn will finish alongside the recruits.
or until we enter any form of combat against the bonechewers.
The Outpost is needed to combat the Bonechewers
all the outpost will be able to do to combat the bonechewers is serve as a target.
making our rogues have an easier time to harass them
Unlikely the outpost is too close to their borders and will be watched any rogues operating out of there will be more likely to be detected.


We cannot fight the bonechewers until we have iron, all outposts can do is slow them down.
 
@Carrnage changed my vote when I realized that we can get started on Mining now and finish Stonebreaker in one turn the next turn along with something else since we will have a second free action in stewardship.
 
We still won against the Bonechewers with their tech advantage, and they're probably going to be busy infighting for a little bit. Adding a turn to getting the mines going in order to have the outpost set up is worth the risk.
 
Hope we can start training and using Nether Rays and Outland Chimaeras soon.

We still won against the Bonechewers with their tech advantage, and they're probably going to be busy infighting for a little bit. Adding a turn to getting the mines going in order to have the outpost set up is worth the risk.

Not in a strait up fight and because our Rogues are awesome.

We can get the outpost in one turn next turn while starting Mining now means we get access to metal sooner for our forces and ourselves.

It's because of the infighting we caused we can safely go without the outpost right now and can get it next turn.
 
We still won against the Bonechewers with their tech advantage, and they're probably going to be busy infighting for a little bit. Adding a turn to getting the mines going in order to have the outpost set up is worth the risk.
We had a victory with unsustainable losses, also remember Iron will take three turns to complete, it's not something we can start up when we're already being attacked and expect it to be relevant.
 
[X] Cancel Mining Time

Three months or four, not that big a difference. But that outpost will be supporting our activities if we have it and not having it may be quite costly if something goes wrong.
 
[X] Cancel Mining Time
Thought about the choices. Came down to either teching or defense.

Generally, never want to give up a beachhead. And even if we do take mining this turn, it's not like we'll be able to make weapons next turn. And establishing a beachhead again seems like it'd be harder next turn because we're giving the Bonechewers time to counter us.

Also, defense from an established position is generally easier to do than offense.
 
[X] Cancel Mining Time
Thought about the choices. Came down to either teching or defense.

Generally, never want to give up a beachhead. And even if we do take mining this turn, it's not like we'll be able to make weapons next turn. And establishing a beachhead again seems like it'd be harder next turn because we're giving the Bonechewers time to counter us.

Also, defense from an established position is generally easier to do than offense.
unlikely due to our very successful intrigue action we've got at least a one turn reprieve.
 
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